Thursday, September 1, 2011

Deus Ex: Human Revolution Review

Deus Ex's re-entry into the gaming scene couldn't be more timely. In an era when the world's two biggest publishers trash talk each other's impending blockbuster shooters like adolescent schoolboys – games that will once again have us headshotting, fragging, and ducking for cover in a feedback loop of mind-numbing muscle memory - the last stand of the Eidos brand name in an unassuming Montreal studio reminds us all why first-person shooters were once the future. A future, much like that of Deus Ex's own fictional universe, that hasn't panned out quite as bountifully as initial discoveries and innovations had once promised. The dawn of the FPSRPG at the start of the last decade has resulted in very few followers over the last eleven years and only one major disciple in Ken Levine's Irrational Games studio. For such a critically acclaimed genre then, it remains a mystery why so few publishers have managed to wean themselves off the teat of lowest-common-denominator FPS gaming.

You see, Deus Ex: Human Revolution actually makes you think about what you're doing, and the resulting sensation is kind of like the end scene to Ninja Theory's Enslaved. It's as if you've suddenly been emancipated  and realise that you were a wilful participant in your own servitude all along. You could almost kick yourself, couldn't you? Here's what you've been missing: first-person shooters that allow you to approach a problem in a way of your choosing, and not in the dual-pillar 'Assault or Stealth' approach favoured by the likes of Far Cry 2 either. Instead, it's crawling through air vents, hacking computers, modding guns, talking your way out of a tight spot (or into one), smashing through weakened walls to find a hidden weapons stash, jumping from a five-storey building and stealth-killing two guards upon landing, or unleashing hell with a gun turret that you've turned upon its owners.

It's all of the above, and then a whole lot more. The real icing on the cake, though, is that none of it is prescribed. You don't have to do any of those things; on almost any given objective facing you, you can choose a multitude of ways in which to complete your task – it's a bit like pick 'n' mix sweets, or bespoke tailoring. Fans of the series' two predecessors will of course know that this makes Human Revolution its father's son, and it's a testament to the brilliance of the original Deus Ex games that almost all of their ideas are loyally updated into Human Revolution's formula. This latest instalment doesn't so much reinvent the framework of what Deus Ex is as refine and contemporise what it was (another piece of music to the ears of hardcore fans, no doubt) but it's the ways in which it's all brought up-to-date that are so impressive.

Take the hacking, for example. Of the multitude of options by which protagonist, Adam Jensen can add 'Augmentations' to his cybernetic make-up, this one is perhaps the most in-depth of the lot with 16 different choices for augmentation in total. The hacking interface itself is incredibly detailed, so much so that you'll be totally confused by it for the first hour or so of gaming. Where the likes of BioShock and Timesplitters opted for a Pipe Mania blueprint in their hacking mini-games, Human Revolution instead uses a system that convincingly depicts the actual process of hacking (who'd have thought it could be conceivably possible?!). There are nodes to capture and fortify, tracers to avoid detection from, uni- and bi-directional ports, nuke viruses to unleash, stop worms to slow down or halt detection, and even spam folders to negotiate. Not since Introversion's Uplink has there been this kind of detailed hacking in a video game, and that game was based entirely around hacking!

This kind of added depth and complexity to the upgrade tree can be seen across the board of augmentations. In fact, the full list is so all-encompassing that a few of them almost seem to take away from the gameplay in its naked form at times. Take, for example, the 'Social Enhancer' augmentation, which allows Jensen to sense what a character is thinking and predict which dialogue choice they'll respond most favourably to. The upshot is that you can reliably persuade other people around to your way of thinking. Without the perk though, key paths of dialogue become an engrossing challenge as you attempt to read the reactions of NPCs and select responses on a hunch. It's a credit to the dialogue system that the game is more enjoyable without the 'Social Enhancer' perk, even if your gift of the gab fails and the quest is made harder as a result. The same can be said for some of the stealth augmentations, which include the standard vision cones, sound sensors, and last known location indicators. Yes, they're all very helpful, but the stealth gameplay is so good that it just feels more palpable; more exciting when you play without using all the trinkets.

But it's not all enhancements and refinements to the classic Deus Ex formula. Seventh-generation gaming comes with a much higher bar in terms of production, and Human Revolution doesn't disappoint here either. Whether it's the slick cover system that moves between third and first-person perspectives seamlessly – offering semi-automated commando roles between objects – or the bronzed colour-palette of the game world, everything wreaks of high production values. What really hits home about Human Revolution is just how immersive it manages to be - we've never had so much fun reading capillaries of back-story in strewn e-books, or piecing together a minor character's life by hacking their e-mails. Beyond all of the superb gameplay, it's just damn good sci-fi at the end of the day. There's a genuinely engaging storyline that rarely falters throughout what can be a plentiful 20-hour playthrough (if you're particularly diligent), and it's all wrapped together through a variety of city hubs that reach up towards the Blade Runner echelon of vivid imaginings. Technically, the graphics won't be setting any new benchmarks, but in terms of how they depict the setting, few games manage to do a better job.

Deus Ex didn't come all of this way only to forget where it hailed from in the first place though. Touches of classic PC gaming pepper the experience (such as an old-school grid system for the inventory), ensuring that this is one legendary PC series that's managed to keep its head while all around it others are losing theirs. Truly, it's a hard game to fault... but inevitably it's not perfect. The AI is, well, astonishingly good actually for the type of game that Deus Ex is, but it's not faultless due to the odd glitch. Likewise, it being such an open-ended game, there are minor exploits to be taken advantage of here and there. Criticisms have also been made of the bosses (specifically that it's impossible to beat them without using violence) and we'll concede that some shots do need to be fired in anger. Nonetheless, there are stealthy way-rounds (very long and sometimes arduous ones, we'll admit) that allow you to defeat each boss with minimal violent actions. Loading screens also take some flak because they happen often and for long periods. All things considered then, why are we giving it a 10 if it's not perfect? Because it's the best FPS we've played in years, and that's enough.


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Modern Warfare 3 To Have 32-Player Mode? News

Ahead of Activision's Call of Duty XP event in Los Angeles this weekend, it seems a gaming spy may have gained access to one of the consoles set for the event where they've managed to retrieve some as yet unheard of information about Modern Warfare 3's multiplayer.

It all comes from a YouTube video that's now been pulled upon Activision's request, although not before SFX-360 could collate all of the relevant info. Top of the list of reveals is that Modern Warfare 3 may harbour a massive 32-player mode to rival Battlefield 3's 64-player Conquest mode on PC (Call of Duty games have classically been limited to a maximum of 18-player matches).

Other titbits of information include a list of 13 multiplayer maps, although this may not be final. However, if it is a final list then this would leave Modern Warfare 3 one map short of CoD: Black Ops' total at launch and three maps short of Modern Warfare 2's full list (not including DLC).

Finally, a 'Bomb' mode was spotted in a list from the leaked footage. While no such mode has featured in a previous CoD games, the footage didn't carry any details on precisely what this mode is or how it differs from other modes in the existing playlist.

Stay tuned for more info from Call of Duty XP this weekend...

Via Joystiq


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Sonic CD Confirmed For XBLA, PSN, And PC News

Consistent with the Major Nelson leak a couple of days ago, SEGA has now confirmed that Sonic CD will be released across XBLA, PSN, PC, and mobile platforms this winter.

The classic Mega-CD Sonic instalment, which was released all the way back in 1993, introduced both Amy and Metal Sonic to the series. It's fondly remembered for a nifty time travelling dynamic and the 3D perspective in its special stages.

With Sonic 1, 2, and 3 already available on XBLA, Sonic CD's arrival on the platform will effectively complete the classic Sonic saga for Xbox 360 owners, which leads directly on to last year's release of Sonic 4: Episode 1. However, Sonic 3 remains confusingly absent from the PlayStation Store.

“Ask any Sonic fan to name their favourite games, and Sonic CD always ranks near the top of their lists,” said Haruki Satomi, Vice President of Digital Business at SEGA. “Sonic CD marks an important chapter in Sonic’s history, bridging the gap between his oldest adventures and his new digital exploits like Sonic The Hedgehog 4 Episode I. We’ve made sure the re- mastered edition has everything that Sonic fans want to see with all of the original colourful classic zones.”


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Rioters?! Don't Loot Shops, Play This... News

For any of our international readers who aren't up to speed with events in England over the past week, we've had some of the worst examples of rioting and looting in the country's history, culminating in over 1000 arrests and 600 criminal charges in the last few days alone.

Authoritarians have blamed a “sick” society; liberals have blamed corruption in our upper-classes and a forgotten underclass for the tensions. One Metropolitan Police officer even blamed Grand Theft Auto.

But while video-games got unfairly flogged during a moral panic for the thousandth time, a humble video game project for Channel 4 Education continued its journey towards development at Big Robot, a studio led by veteran game journalist, Jim Rossignol of Rock, Paper, Shotgun fame.

It's a humble project called Fallen City that challenges gamers to clean up a city that's fallen into ruin and dereliction, with dwellers who are unhappy and angry about the state of their surroundings. Fatalism and acts of civil disobedience only serve to worsen the problem, prompting you to come in and solve it.

On the surface it's a cute approach to big issues, but under the hood Fallen City is taking criminological premises such as the Broken Windows Theory into account. The creatures that populate the setting – 'Angries' – will even lose motivation and have a shortened attention span as the city's state gets worse, tasking you to cheer them up with communal events.

Check out the latest update on Fallen City's progress here, and be sure to check back as the project grows. Amid a gloomy week for everybody in this country, Fallen City provides yet another reason to stay positive.


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The Baconing - Michael Dobson Interview Feature

In a career that spans over 30 years, Michael Dobson has lent his voice to more super-heroes/villains than you can shake Batman's Utility Belt at. With voice-acting stints on various X-Men, Fantastic Four, Iron Man, and Batman TV series over the years (yes, that's right, he's voiced Batman – an achievement worthy enough to have engraved on your tombstone as far as we're concerned), and a number of high-profile roles in video-games over the years, from the SSX series to Warhammer 40K: Dawn of War, he's nothing if not prolific in the universe of voice-acting geekdom. Over the last couple of years, Michael has faced up to arguably his toughest challenge yet: voicing  DeathSpank, the 'hero' of Ron Gilbert and Hothead Games' series by the same name. With two games behind him (the original and sequel, Thongs of Justice), DeathSpank now prepares for his third adventure in The Baconing (which releases next week). We spoke with Michael Dobson to discuss the character and this next instalment in the series.

What was it about DeathSpank that initially drew you to the role?

MD: Hothead Games’ Audio Director, Adam Gejdos had mentioned a new project to me and that Hothead would soon be holding auditions. When I saw the character designs and learned more of the plot line... it harked back to the off-the-beaten-path humour of Monty Python with the hero sensibilities of Adam West's Batman.

Thongs of Justice and the hero's name is DeathSpank... Boo Yah!!!... I knew instantly I had to play this character... this would be a blast! Luckily after a round of auditions and me constantly calling Hothead from a small window sill twenty stories up the role was mine!

You’ve played quite a few heroes and superheroes/villains in your career. How would DeathSpank do in a fight against some of the heavyweights you’ve played?

MD: I think it would be a hilarious pairing, to have Cobra Commander and DeathSpank hang for a day!  But in a DeathSpank vs. Cobra Commander Smack Down... I think DeathSpank would drive C.C. even more over the edge than he is already and ultimately C.C. would just throw himself on his staff and end the mental anguish!

If DeathSpank could form a kind of Justice League, who do you think he would choose and why?

MD: Well Wonder Woman would be his first pick... she's HOT... and would look great in a Thong of Justice... Boom Baby!  Batman... he has awesome toys! Flash Gordon as a PA... there's nothing worse than a cold Taco! Ambush Bug Man... why?... because he just looks so damn cool and he needs to get out more. Aquaman... he and DeathSpank could start a new business venture and turn Atlantis into a Casino and Theme Park as well as a fast food Fried Chicken restaurant chain called Boom Baby Chicken...

Personally, I think DeathSpank is quite a charming character but I’m not exactly sure why because he seems to be quite oblivious. What do you think it is about him that wields that charm?

MD: I think you hit the nail on the head... it's that innocence with DeathSpank. His straight ahead logic with everything... it has a charm to it... he doesn't take anything as a negative... he is always able to see the bright side to any situation. He knows he is the good guy and evil must be vanquished and he has fun being the purveyor of Justice!

As a hero who’s unaware of his own comedy, DeathSpank reminds me a lot of The Tick. Are there any other characters from pop culture that you’ve drawn upon in playing DeathSpank?

MD: Adam West as I mentioned before... you watch the early Batman series and you can see the fun he is having with the character. That tongue in cheek humour... he's a genius at never taking his character too seriously but at the same time giving the character depth and conviction. That's a tough balancing act and Adam West is the Master. I've seen him in other projects and he's amazing! So him for sure... Monty Python was a huge influence for me as well. I grew up in London in the UK, so my friends and I were constantly acting out scenes from the show and getting ourselves into trouble with our school teachers. Many an hour spent in a hallway. You mentioned The Tick... yeah, I loved that show.... definitely one of the funniest animated series ever!

Where will The Baconing adventure take DeathSpank?

MD: The Baconing sets DeathSpank’s adventure in a new world of sci-fi wonders and well known references. This adventure starts in Spanktopia, a wink and nod to Blade Runner and DeathSpank’s home city, but soon our Hero will visit many rich and colourful destinations. After summoning the AntiSpank, an evil version of himself, by wearing all six pairs of the Thongs of Justice, DeathSpank has to find and visit five Fires of Bacon to help him defeat his enemy. These can be found in The Forest of Tomorrow, The Forbidden Zone, Rainbow’s End and other areas within the game. This really is an adventure beyond any other!

Following his previous two adventures, DeathSpank is becoming something of an RPG veteran. Are his questing days coming to an end or is there plenty of life left in the old dog yet?

MD: This stray cat will eat Justice for breakfast. DeathSpank is fighting his worst nightmare, a powerful and evil version of himself. There is no time for mindless diversions; the quests that are upon him and the characters he encounters on his way are a matter of supreme importance and consequence. The Baconing is the quest of an ancient Thongolith Myth, that requires nothing but a true born adventure veteran who is likely to own several Weapons of Justice.

I like Sparkles the Wizard, don’t get me wrong, but is there any chance DeathSpank will be looking to upgrade to a more powerful side-kick in future, or would that get in the way of his ego?

MD: It has to be the new sidekick for The Baconing, Bob from Marketing. A Hammerhead Shark in a business suit with lasers shooting from his eyes. This slick looking sidekick has access to a lethal arsenal of attacks including the ability to wield an extra sharp swordfish and use his razor sharp teeth to devour enemies.  And since Bob from Marketing can also be good for DeathSpank’s popularity, he is the perfect sidekick to share in the spotlight.

Do you think DeathSpank would be happy with the way Ron Gilbert created him, or could Ron have given him more powers and better looks?

MD: Have you seen DeathSpank’s chin? There is probably more power in just that chin than in all of Gotham City! As for his looks, well, even without his dashing voice (“ahem”) I think DeathSpank is a damn fine handsome fellow, don’t you? Ron did a great job of bringing DeathSpank to this world and elevating him to his (un)natural heroic status.  

In a world where DeathSpank is a hero, should the inhabitants be filled with hope or be very, very afraid?

MD: Oh... they should be afraid... but that's what makes life exciting... well, that and evil chickens! Does DeathSpank always get his man? Well, we certainly think so!

TVG would like to thank Michael Dobson for taking the time to speak with us. Hothead Games' next instalment in the DeathSpank series, The Baconing is due out on XBLA, PSN, and PC from August 31st (those who pre-purchase via Steam can currently get a 20% reduction on the £9.99 asking price).


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From Dust Review

I've said it before and I'll say it again: the best console games of this generation aren't found in your local retailer at £50 a pop – they're on XBLA and PSN for a tenner each. We can debate the reasons why until Eric Chahi returns in another 13 years to make his next game, but the simple fact of the matter is that there's less financial risk involved in making a digi-download title. Less financial risk = more innovation, originality and gameplaying whimsy. If you tell a publisher's executives that you want $50 million of their money to make a game about intergalactic space monkeys, they'll laugh you out of the room and, if you're lucky, advise you to come back when you've got a good concept for an arcade racing game with power-ups. Tell them that you want a tiny fraction of that amount for your wacky project, though, and they might just listen for more than a few seconds.

You might have already guessed, then, that From Dust is the latest XBLA title (coming to Steam and PSN in the coming weeks) to join the likes of Braid, Limbo, Super Meat Boy, Scott Pilgrim vs. The World: The Game, Castle Crashers, Costume Quest, Stacking, ilomilo – we could go on all day – as not only one of the best original games available for £10 or under on a digital download platform, but one of the best games available period. After a sabbatical from the game industry that's lasted over a decade, Eric Chahi (the visionary that brought us the likes of Another World and Heart of Darkness in the 90s) has returned from his trips to active volcanoes and general wanderings in the wilderness to bring these experiences and influences directly into his new game.

Unlike Another World and Heart of Darkness though, which attracted cult appeal and critical reverence for their manipulation of genre, From Dust revisits a classic genre that's somehow fallen by the wayside so far this century and, as a result, is more a contemporary revamp of old ideas than it is a plethora of new ones. Originally popularised by Peter Molyneux's Populous, the god game genre and its derivatives were all the rage back in the 90s before PC sales slumped, DRMs became a divisive issue, and developers even started to worry about transferring cursor-based interfaces to consoles. Perhaps that's the most surprising thing about From Dust actually: despite the fact that it uses what's effectively a strategy game UI (albeit a simplistic one), the lack of a mouse rarely holds the game back. On the contrary in fact, in some elements of the gameplay a thumbstick seems to lend itself well to the layout.

Featuring a bunch of wandering nomads who look a bit like some of the folks from Bruce Parry's superb documentaries on the BBC, From Dust is an exploration of ancient, tribal understandings of the geological world; the mythical belief systems that are built-up to explain why volcanoes, tsunamis, and sediment erosion happen. There really is an incredibly robust and complex game engine underpinning all of this, too. Beyond you or I having fun with it in a purpose-built video game, the engine has potential applications as an educational tool much like the Creature Creator does in Maxis and Will Wright's Spore. Prolonged exposure to From Dust will genuinely teach any 12 year-old the basic tenets of geology. It seems that even finer points of the science such as water tables and soil fertility have been factored into the whole system – put that in your pipe and smoke it, anti-video game brigade!

The game never gets so boring as to explain any of these technicalities to you, though. Instead, it's all passed down by a process of subconscious osmosis – mystical talk of 'Breath' powers and ancestral knowledge depose all of the grey, geography textbook matter, but the learning and understanding process is just as clear even if it's not quite as explicit. Every game needs an objective though, and From Dust's is simple: construct villages (built around 'Totems') and keep your villagers alive. Each stage presents a new geological challenge to wrestle with, whether it's a volcano on one side of the alley and a river that consistently bursts its banks on the other, or a series of tiny archipelagos that you have to link-up for your tribal people to spread across. Whether you're depositing huge heaps of sand to re-route the drainage basin of a river, desperately trying to suck up lava and dump it elsewhere as it creeps towards a village, or attempting to spread plant life as far across a territory as possible to unlock a 'Memory', From Dust actually remains relatively simple and that's perhaps its greatest achievement.

The control mechanisms and various 'Breath' powers are all pretty self-explanatory and have been kept to a streamlined minimum, thereby making some potentially complex gameplay pretty straightforward. There's a fascinating open-endedness to all of the various stages as well. Such is the power granted to you by the 'Breaths' that there are multiple solutions to most of the problems presented in each stage. Ubisoft Montpellier hasn't relied on prescribed design here, instead presenting some very difficult obstacles to overcome but leaving you with a wide range of options as to how you might solve them. It's a brave move and one that's incredibly difficult to nail without leaving gaping exploits in the game, but you'll never feel as if there's a straightforward path of least resistance in any given stage. Instead of giving you a paint-by-numbers canvas, it feels as if the game is instead making that canvas blank and giving you a range of utensils with which to draw up a solution.

From Dust's story mode comes in at around 5-7 hours, which is already plenty of content for a £10 XBLA game, but there's also a Challenge Mode with loads of bite-sized, 'scenario' style stages to play through and unlock once the main event is bested. Each challenge comes with its own limitations or handicaps, such as taking away all 'Breath' powers or only allowing you to manipulate earth, while the tasks are more specific too (e.g. keep all your villagers alive for a certain time, or reach a precarious or difficulty positioned 'Totem' etc.). Some are insanely difficult and will require many attempts but most are designed around stages that take under 5-10 minutes to run through, making the mode easy to dip in and out of – online rankings and leaderboards keep them addictive as well. All things considered, From Dust offers a similar number of gameplay hours to many full-price, triple-A games and it's more entertaining than most of them as well.


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New Counter-Strike Announced News

Following leaks from game testers at the end of last week, Valve has now officially announced Counter-Strike: Global Offensive for release in early 2012 on the PlayStation Network, Xbox Live Arcade, and Steam.

Few details have been revealed on the title at this stage, although the initial PR indicates that CS: GO will bring existing Counter-Strike content up-to-date while adding new characters, maps, and modes.

Valve appears to be favouring an 'If it ain't broke, don't fix it' approach here, as tactical team-based FPS action is once again the focus while features such as new matchmaking, leaderboards, and weapons are layered on top.

Bringing the phenomenally successful Counter-Strike gameplay formula to consoles is also bound to be a major focus of CS: GO, as this will only be the series' second visit to consoles in its 12-year history (it was released on the original Xbox during the first half of the last decade).

Although Counter-Strike started off life as a mod, Valve has now released three full iterations of the series in the West. Following the first adaptation from the original mod in 2000, Gearbox Software's CS: Condition Zero was released in 2004 and added single-player bot games, while CS: Source was also released during that year and revamped the original CS using Valve's Source engine.

Both the original Counter-Strike and its Source remake have dominated the Steam most-played chart over the years, although Team Fortress 2 has mounted a serious challenge to its crown since the game went free-to-play earlier this year.

Hidden Path Entertainment will co-develop CS: GO alongside Valve having collaborated with the developer on CS: Source previously.

"Counter-Strike took the gaming industry by surprise when the unlikely MOD became the most played online PC action game in the world almost immediately after its release in August 1999," said Doug Lombard, VP of Marketing at Valve. "For the past 12 years, it has continued to be one of the most-played games in the world, headline competitive gaming tournaments and selling over 25 million units worldwide across the franchise. CS: GO promises to expand on CS' award-winning gameplay and deliver it to gamers on the PC as well as the next gen consoles and the Mac."


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Wednesday, August 31, 2011

Earth Seeker

When Monster Hunter launched back in 2004, Japanese gamers quickly fell in love with its tribal universe and co-operative focus. Then, with the release of Monster Hunter Tri last year, Nintendo fans the world over were finally introduced to the foultempered Rathlos and all his lizardy friends.

Which begs the question, why after seven years of continued success, have so few studios tried to emulate this winning formula? Maybe it's a reflection of the series' continued quality, but if anyone stands a chance, it has to be Earth Seeker creator Noritaka Funamizu.

Earth Seeker begins rather sombrely as humanity evacuates a dying Earth in search of a new home, but while travelling through deep space their armada is struck by gamma radiation and every living thing in the fleet dies.

Click to view larger image The computer systems journey on regardless, and upon discovering a suitable planet, the rickety ships crash land. The computers then reshape the world into a second Earth, but due to the damage sustained in the crash they create a land filled with beasts rather than people. Skip to 1,000 years later and a new species of 'Earthnoid' humans are picking up the pieces.


The game takes on a structure that's strikingly similar to Monster Hunter Tri, as you're thrust into a central hub and given control of one of three female Earthnoids, all wearing surprisingly practical trousers. You're then summoned before their leader and given the task of recovering the many human artefacts that were lost in the crash.

This recovery process is hindered by the unspeakable (though undeniably cute) creatures that stalk the land, so before you go, well, monster hunting, you first have to enlist the help of the Guardians.

These Ewok wannabes were native to the planet before humanity's ghost dropped in with its size 12s and mucked up the ecosystem. They do, however, have an exploitable love for booze, so once you get them properly hammered they agree to help you out.

This is where Earth Seeker diverges from Monster Hunter, as while Capcom's beast-slayer is designed for multiplayer, this is a single-player RPG where you micromanage a team of up to six Guardians. This means equipping them with makeshift weaponry and teaching them a variety of spells, as your Earthnoid is only good with a blade.

Your sensibly dressed beast-slayer starts out with a knock-off lightsaber, but once she's cobbled together enough parts and visited the weaponsmith with a fistful of dragons' teeth, she'll be able to wield a variety of beam katanas that would make Travis Touchdown blush.

Click to view larger image The combat is where Earth Seeker makes its boldest step, as instead of a hands-on approach, you pause the action mid-fight and select attacks from a menu - in a style not too dissimilar to Final Fantasy XII. The attacks depend on the weapon you're wielding, as short swords tend to favour multi-hit combos and somersault swings, while claymores offer torpedo dives and sundering slashes.

The missions themselves are viewed from a familiar quest desk, and range from killing and capturing monsters to recovering famous artworks (such as The Birth Of Venus) and technological innovations like the microwave. The hunting regions are also littered with the remains of well-known monuments, including the severed head of the Statue of Liberty and a rust-ridden Eiffel Tower.

And while the locations start out friendly enough, with deserted cityscapes intersected with untamed greenery, it's not long before you're traipsing through crumbling Japanese temples at the base of an active volcano. Time in the field is also limited by a dwindling oxygen supply.

Respiratory needs aside, the biggest threat is the wildlife itself. The first creatures you come across are a race of sentient fly-people who are easily swatted. You then run into some rubberylooking tigers that run fast and hit hard, but are outmatched by your Guardians.

Once you start accepting high-rank quests you run into plasma-spewing millipedes, chickens with stretchy necks, arachnid tanks with arm cannons and a flying manta ray that blasts you with sound waves. And while they aren't nearly as charming as Capcom's finest, they fit the tone of the game perfectly and offer a steady challenge.

If you love Tri's intense real-time combat and the variety offered by its unique weapon classes, then the stop and go menus here may be a bit too relaxed for your tastes. But if you find Monster Hunter's unforgiving nature too demanding, this offers a similar structure of 'kill lesser beast to forge weapon to kill bigger beast', but without the hardcore multiplayer focus.

Click to view larger image Indeed, you could almost accuse Earth Seeker of being Monster Hunter: Lite, but by diversifying the formula with RPG elements, Funamizu and his team have crafted a game that offers something eerily familiar yet undeniably different.


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Dual Pen Sports

Some game names are mysterious and alluring. The first time we heard Ocarina Of Time we had no idea what it meant, but we were pretty darned interested.

Other games name themselves purposefully - none so much as Dual Pen Sports. It's built around the concept of using two styluses to compete in sporting events and twitch puzzles. If nothing else, you know what you're getting into right from the start.

Unfortunately, we discovered pretty quickly why this novel idea hadn't yet been explored. Using two sticks to play the game worked reasonably well - so long as we weren't attempting to hold the 3DS. The only way to play Dual Pen is to lie the console on a flat surface. This isn't a problem unless you're on the bus, in the car or, you know, moving. So much for portable gaming.

Click to view larger image Ergonomics aside, the core of Dual Pen pits your character against challengers in seven sporting events. A couple are undeniably fun, notably archery and skiing; others are merely okay. One - basketball - is a train wreck.

Half of them feature intuitive left hand/right hand controls - you slide your stylus on either side to punch with the corresponding hand in boxing, or tap to move directionally in skiing. Others aren't as straight-up, and use a 'step one/step two' mechanic.

The system's terrific in archery, as you slide the left stylus to pull back your bow, then hold, aim and release with the right. Shooting hoops? Not so much. You tap the left stylus to catch an inbound pass (seriously?) then hold and slide the right stylus to jump and release the shot. It rarely works.


All the athletic events have multiple ways to play - simple best-score matches against CPU characters, or alternative scoring modes and daily challenges. Naturally, you gain experience points that earn additional swag for your character, but to be honest we couldn't have cared less for the knick knacks doled out to us.

A separate mode called Tap Challenge offers a series of speed puzzles that measure your skills with the styluses. In a Brain Training way, it keeps track of your 'progress' over time and which hand you're better with - but without any payoff. What's the point of improving your left-hand tapping speed? Yeah, we're not sure either.

Ultimately, Dual Pen Sports is a loose collection of game parts, not a coherent experience. It's one part Wii Sports, one part Brain Training, and one part Pilotwings, with no overarching narrative or global sporting event to bring it all together.


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Deus Ex: Human Revolution

Few games do so much, so well, and for so long as Deus Ex Human Revolution. It's a proper gamey game for proper gamey gamers - 30 hours of shooting and sneaking, levelling up, conversation trees and moral dilemmas - and when it's over you can go straight back to the beginning and play it like the pant-soiling psycho Adam Jensen was never born to be.

And Deus Ex won't care. Adam Jensen is whoever you want him to be and the game never pats you on the head for being a hippy humanitarian or slaps you on the wrist for being a bodychopping nutcase who got lost on the way to Modern Warfare 3.

Click to view larger image It waits, it watches, and it tucks away dialogue and situations recorded and designed for only the most extraordinary playthroughs. It makes you think that, yes, you were supposed to execute the hostages and stab your girlfriend's Mum in the street, smashed off your robo-tits on bad hooch. Eidos Montreal planned for that kind of maniac. They planned for everything.


It begins with a tutorial. Before Jensen gets Boddickered by unidentified mercenaries working for unidentified shadow men working for the Illuminati, he's a soft and squishy human man in a world busy sawing fleshy bits off and welding new metal bits on.

The world of 2027 is in the midst of a conflict about the nature of humanity itself; on one side are those who say everyone should have the right to modify their own bodies, on the other are purists who believe humanity should stay human. Before the assault on Sarif's HQ, Megan Reed and her team were only hours away from announcing a breakthrough which would allow access to Augmentation technology for everyone, without the lifelong Neuropozine prescription to prevent rejection.

Defending Sarif's HQ, Jensen learns a few things about Human Revolution's Metal Gear stealth and Rainbow Six combat before getting driven through a window and shot through the head as everyone dies around him.

With the tutorial done, there's still more to teach. Jensen is rebuilt with all the tools at Sarif's disposal and returns to work six months later to shut down a purist terrorist takeover on the company's Detroit manufacturing plant. He's given a crash course in his new Augmentations - hacking, localised radar, upgrades, even talking - before being thrown out onto the streets of 2027 Detroit where he meets Megan's mother and finds out his old neighbour had his dog put down while he was on the slab. Shit.

The first of several major city-hubs, Human Revolution's Detroit is dense in a way RPG's never are; it's rammed with stuff like Bioshock's Rapture, but you're free to go anywhere you like, take on any mission you fancy, and throw things at anyone you want. The hubs are big spaces, full of opportunity and secrets. No sci-fi can hide from Blade Runner forever but this is the first game to treat that cyberpunk template as a template, not an endpoint.

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There's that same conspicuous Blade Runner rich/poor divide, the optimism up high and misery down low, that eternal night, and the clash of high technology bolted onto aged architecture but it all feels new. Everywhere there are fictional future-brands, discarded papers, loitering strangers, and the kinds of detritus that makes the world feel like someone lived in it before you showed up and started punching people.

Snoop around and a suicide in a dead-end alley will lead you to an illegal Augmentation chop shop and an upgrade kit. In the sewers there's a dumping ground for files the police would rather went away. The internal combustion engine is a dead scene so an old petrol station is home to an arms dealer.

Every part of the world feels like someone at Eidos Montreal had a sit down and a cup of tea and a long think about why that space exists, who might be there, and what they might be doing in it.

Forget immersion - and you'll be getting great big boatloads of that shovelled all over you - it's all about stuff to do. Deus Ex is filled with it. It's a 30-hour game, except it's not. Not really. It's a 12-hour game if you whip out your machine gun and stomp your way across North America and the Far East with less respect for human life than a Michael Bay movie, but you probably won't because of all the stuff to do.

There are hour-long sidequests around every corner and XP rewards for exploring the world and finding its secrets. There are things you'll want to stop and look at for minutes at a time because you won't believe someone designed a 'Forever ' Post-It note and stuck it on a desk where only one percent of players will ever see it and even fewer will ever get it.

Click to view larger image Even in the linear levels between the city hubs you're given space to move and choices to make. It looks like a shooter and plays like a stealth game but Deus Ex is a proper RPG where you'll have to make real choices every time you walk through a door.

Sometimes you'll fight, sometimes you'll hack, sometimes you'll hide, and the game will trick you into thinking it all matters because the world is just so convincing.


When you meet the men who destroyed Jensen's body and murdered his friends it takes a will of iron not to instantly pull a gun on them. After walking in Jensen's shoes for ten hours you'll think, yeah, maybe they do deserve to die. You'll break your zero-kill streak and murder someone because they deserved it rather than because the game insisted.

Only four characters in the game need to die by Jensen's hands, in the game's four boss fights, and those moments are Deus Ex at its weakest. For five minutes you're locked in and forced to do a specific job; for the rest of the time you're free and every choice you make has some small consequence.

Somehow Deus Ex is always one step ahead of you. You're in the midst of the next great flashpoint in human history - by the game's end Jensen's actions will have defined the future of humanity's evolution - but Deus Ex knows you; it knows you'll go nosing around the ladies' toilets and it'll have something in store for you when you do.

And that's quite a trick. Deus Ex is a long and largely nonlinear game, but it somehow wraps a neat little bow around the story no matter how you choose to play. Bioshock treated you like the biggest dick under the sea for excavating manaslugs from zombie children but Deus Ex isn't here to judge your completely arbitrary/borderline psychotic take on morality and justice; it just wants you to do your own thing.

Click to view larger image There are big choices - moments when conversation leads you towards an obvious branching path. In those moments you'll weigh up the options as if they really do count because those decisions will go on to define your next 30 hours of Alone Time. There are smaller choices to face, too - every room you enter makes you select between craftily hiding and sneaking or just good old running and gunning.

Stealth is encouraged by enemies who'll shoot through Jensen's wafer-thin armour in seconds and the game is better if you like to hide, but Jensen has the tools to fight his way out of any situation so long as you've Augmented him for it. In a firefight it's as good a shooter as any recent Rainbow Six (from where Eidos Montreal robbed Director JF Dugas and its third-person cover system), with punchy weapons and aggressive AI.

The moment you're spotted the AI goes to work with a vengeance, a handful of soldiers suppressing Jensen and one or two flanking around to flush him out. It's the same response over and over but it feels smart and always feels life-threatening.

There's an Achievement for a zero-kill run and another for never being seen, but Deus Ex is at its best when you're adapting to the situation at hand. Some fights you'll win with the force of a nettled Schwarzenegger, others you'll win by letting a hacked drone win it for you, and then there are those you'll win with half a dozen silent takedowns. Some fights you simply won't be bothered to fight at all.


And all this took ten years. That's how bastard hard it was to make the original Deus Ex. It was so complex and so ambitious only one studio ever attempted it, and even Deus Ex's creator reckons he didn't get everything right. By Warren Spector's own admission, he's a developer who does new things because they're so new, and he's happy leaving others to perfect his work.

Click to view larger image Mass Effect, Bioshock, Riddick and more have all had a good go, but Human Revolution is the first game to pick up exactly where Spector's team left off and to do almost everything better. Where Deus Ex's AI was dumb, Human Revolution's feels smart; where Deus Ex's combat was lightweight, Human Revolution's is angry and aggressive; where Deus Ex's stealth was clumsy, Human Revolution's is precise.

Dubious mechanics couldn't stop Deus Ex from being a great game, but Human Revolution replicates the original with none of those caveats. It's a great shooter, a great stealth game, a great RPG, and a great world in which to spend 30 hours of your life. On the few occasions Human Revolution gets it wrong you'll forgive it, because this amount of variety and creativity hasn't been done so well in a storydriven shooter for a decade - and it's about bloody time.

Click to view larger image Check out the massive five page Deus Ex: Human Revolution review in issue 109 of the newly redesigned Xbox World, which goes on sale on September 1. Subscribe to get it delivered to your door before it hits the shelves.

Want a second, third and fourth opinion? OXM's Deus Ex: Human Revolution review gives another look at the 360 version, otherwise read PSM3's Deus Ex: Human Revolution review and GamesMaster's Deus Ex: Human Revolution review for PS3 and PC versions.



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